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Viewing 15 posts - 76 through 90 (of 366 total)
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  • in reply to: a team with 12 xbows is just too op #12742
    Avatar photoSky
    Participant

    The knock back should not work on Orcs. They are supposed to be immune to knock back.

    You sure about that? Was it not only the big orcs immune?

    Besides nice tactics, never tried to make a full party with this setup but having few of such guys in my games. They do work perfectly. As someone already said in BB the only real limit is your imagination for tactics, almost anything works if you can play it out.

    in reply to: Sky's bug heaven. #12676
    Avatar photoSky
    Participant

    7) Typo
    Typo in the delivery message of the patrol quest.
    8) Game stopped responding
    Saw the guards chasing a group of bandits, when ambushed them the guards were not in range so instead going alone decided to reattack when guards closer. After pressing the CANCEL button on the attack screen game stopped responding. Here is the end of the log:

    Location entered: Dunkelwald
    02:50:57
    Resource
    Loading: music/village_01.ogg
    02:51:00
    SQ
    0
    02:51:01
    Resource
    Unloading: music/worldmap_06.ogg
    02:51:12
    Resource
    Loading: music/worldmap_09.ogg
    02:51:16
    Resource
    Unloading: music/village_01.ogg
    02:51:18
    SQ
    contract removed: 36
    02:51:22
    SQ
    contract removed: 37
    02:51:25
    SQ
    contract added: Destroy Goblin Camp
    02:51:25
    SQ
    contract added: Investigate Cemetery
    02:51:27
    SQ
    Location forfeited combat – no defenders in spawnlist!

    in reply to: Sky's bug heaven. #12671
    Avatar photoSky
    Participant

    6) Unit stacks
    Towns spawn units but when they return instead of immidiately disappearing all the time they start stacking up for some reason. This is especially true at a war region where a lot of fighting is going on with bandits or other factions. From time to time they are triggered to disappear tho.

    in reply to: Sky's bug heaven. #12669
    Avatar photoSky
    Participant

    5) Sailing on land

    Attachments:
    in reply to: Sky's bug heaven. #12665
    Avatar photoSky
    Participant
    in reply to: Sky's bug heaven. #12659
    Avatar photoSky
    Participant

    3) 0 hp
    After equiping a new guy with a broken axe his hp became 0.

    Attachments:
    in reply to: Sky's bug heaven. #12653
    Avatar photoSky
    Participant

    2) Walking over water
    Not sure if this supposed to happen.

    in reply to: Sky's bug heaven. #12399
    Avatar photoSky
    Participant

    1) Same faction leader twice
    At the factions menu one of the house has same character twice. Both in visual representation and in name.

    in reply to: Real Value of Ranged Brothers #4693
    Avatar photoSky
    Participant

    Mostly true. I have always 2 archers as a minimum. One of them is the commander-rally man with armor penetration-tohit chance from offense, having sidestep to escape enemy zones, vampires do not scare him at all. The other one is the high initiative high fatigue no armor glasscannon with focus fire and frenzy. He can kill up to 5 enemies in the very first turn if lucky, averages around 3. He is not afraid of anyone either. All who come in close are clubbed to death with focus instantly, be that a mere bandit a werewolf or a vampire. The commander one having rally means I can freely move around him and pay less attention to fatigue of others while his 2 shots are worth considerably less than the rally horn. They both don’t like shields, but have the armor damage skill so only the real hard enemies are a moderate problem as orc warriors or leaders they go down in 5-7 turns. With skeletons their only use is to shot down any non skeletal enemy and destroy the armor of fallen ones. The other 1-2 archers are situational, trying new skill setups and they are the ones who die usually. They are the bait for ghouls vamps wolves etc. With medium armor and shields.

    When the enemy clusters up is a want to scenario after the one when you have the higher ground. You don’t have to hit, just aim in the middle and some will get it anyway. The shielded ones are harder at least at start or without the offense tohit skill. With it the secound one is most of the time a garanteed hit. With a good skill setup your archer can be a mobile unit flanking and moving around shoting between your lines. This aspect is my favorite, I like the assaulting fast moving melee aswell.

    The role of the archers deminishes with time, at the start they are a very powerful ranged unit when enemy has no armor and your guys are squishy sacrafices. They save a lot of brothers and win battles that would be lost otherwise. At mid without a concrete role they start to lose their value rapidly. They can’t penetrate shields or strong armor. At late they are 1-2 shoting an enemy of the weaker type. They are great against ghouls and wolves. I try to use them to snipe the enemy range units or fleeing ones so I do not have to case em for an other 10 minutes. For now.

    It is quite satisfying when you start off in row and explode into movement, intercepting incoming enemies with your line fighters and surround them with archers and light assaults. It is not an easy task but satisfying as whatever you like the fourth most.

    in reply to: Autopausing game on strategic map #4664
    Avatar photoSky
    Participant

    As long as they are optional sure. Nothing is more annoying than the endless pauses.

    in reply to: The Berserker perk #4654
    Avatar photoSky
    Participant

    Had the berserker with the fury skill too. Same problem every time. Was with my 2h swordsmans they are the ones I give both skills.

    in reply to: A Nimble Nerf #4653
    Avatar photoSky
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    c) The more agile/experienced/ready/anticipating/trained one.

    in reply to: Hotseat battles #4649
    Avatar photoSky
    Participant

    up

    Ps. the mom was meant to be homam (heroes of might and magic) the early days.

    in reply to: Utility Skill Tree Discussion #4648
    Avatar photoSky
    Participant

    In my experience it has a use mid combat when you already have killed off few enemies. If lucky you can make the already wavering enemy flee or further decrease the morale for the debuff. If you were waiting for a 1hit flee effect well this is not it. The more hits youa re able to make a round the more opportunity you have to route your enemy. For a test all you need to do is get a guy with focus and fearsome, get tons of fatigue and chop away.

    in reply to: Decapitate insta-kills #4647
    Avatar photoSky
    Participant

    Never happened to me, so far the decapitations from both sides were on low armor head gears. The only time a decapitation happened to a better helm was while it was damaged and my other brother swinged across.

Viewing 15 posts - 76 through 90 (of 366 total)